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DX11 Tessellation - help me figure this out

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    DX11 Tessellation - help me figure this out

    So ive been making a tutorial over the past few months and the final part of it is me demonstrating some UDK material tricks. Im coming to a point where i dont know what to do, simply because i dont know the technical reasons behind what's causing it. Ive got tessellation working on a mesh, dynamically, so as it can be changed with vertex paint. the issue im getting is that "break" in the mesh as the tessellation changes. im wondering, since there is a way to change it seamlessly based on camera distance, why wouldnt there be based on vertex paint. this was really just a thing to see if i could do it, and when i hit this issue i just had to figure out whats going on.

    so here's a video of me demonstrating whats going on

    http://www.youtube.com/watch?v=khRSSD4mDgI

    around 3:45 in the video i get to the issue. if anyone would have any insight to this, it would be greatly appreciated.
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